Professional Documents
Culture Documents
Ships
The Cog is fairly typical of small merchant vessels. A short, tubby vessel, it is designed to carry small loads of cargo
on relatively short voyages. The Caravel is a later development of the Cog also used as a cargo vessel. The Nef is
the pinnacle of ship design in Atlantic waters during much of the medieval period although it was superceded
towards the end of its life by better designs such as the Carrack used during the Age of Exploration.
The range of Nordic longships and merchantmen covers the sorts of vessels found in Northern waters during the
early medieval period. All of these designs were good sailing ships able to cover long distances.
The vessels used in Mediterranean type waters are the oared galleys with sails that form the backbone of trade and
commerce and military actions during the whole medieval period. Generally not designed for long voyages these
ships kept to coastal routes to be able to take shelter from the sudden storms common in these waters.
Finally there are some smaller boats such as one might find on rivers and in fishing villages along the coast.
A set of statistics are given below to define the capabilities and structure of the ships. These stats are derived from
Bireme & Galley, simplified for use within most 3rd Edition games where the detail of Bireme & Galley is not
required. Notes indicate the nature of specific bits of data, where this is not readily apparent from the statistic
description in the first place.
Location: Any sea area Any sea area Any sea area Any sea area
Length of Waterline: 45-75 feet 80-100 feet 60-75 feet 125 feet
Displacement (unloaded): 30-150 tons 200-450 tons 60-100 tons 2000-2100 tons
Freeboard: 4-5 foot gunwales 5-7 foot deck 4 feet deck 8 feet deck
Light Breeze Speed: 2.0 knots 1.8 knots 3.5 knots 1.4 knots
Good Breeze Speed: 3.9 knots 3.6 knots 5.0 knots 3.1 knots
Good Wind Speed: 5.5 knots 5.0 knots 7.5 knots 5.0 knots
Strong Wind Speed: 7.0 knots 7.0 knots 9.5 knots 6.8 knots
Maximum Speed 8.5 knots 8.5 knots 12.5 knots 10.0 knots
Flotation Damage 18-50 points 90-150 points 25-45 points 300 points
450 Pence/day +
180-350
Cost of Hire 50-180 Pence/day 80-100 Pence/day 60-120 for
Pence/day
soldiers
Location: Any sea area Any sea area Any sea area Any sea area
Freeboard: 3 foot gunwales 3.5 foot gunwales 3 foot gunwales 3.5 feet gunwales
Deck Type: bilges decked bilges decked bilges decked hold decked
Crew: 70 106 25 40
Officers: 6 6 4 6
Seaman: 64 (rowers) 100 (rowers) 5 + 16 rowers 10 + 24 rowers
Banks of Oars 1 1 1 1
Numbers of Oars 32 50 16 24
Std Cruise 4.2 knots 4.2 knots 1.3 knots 1.3 knots
Battle Cruise 5.5 knots 5.5 knots 1.9 knots 1.7 knots
Light Breeze Speed: 3.8 knots 3.8 knots 3.2 knots 3.1 knots
Good Breeze Speed: 4.8 knots 4.8 knots 4.0 knots 3.9 knots
Good Wind Speed: 7.5 knots 7.5 knots 6.3 knots 6.3 knots
Strong Wind Speed: 8.5 knots 8.9 knots 7.0 knots 7.2 knots
35-40 tons
Cargo: N/A N/A 12 tons capacity
capacity
Cost of Hire
N/A N/A 125 Pence/day 180 Pence/day
Length of Waterline: 170 feet 25-60 feet 100 feet 127 feet
Freeboard: 6 foot deck 3.5 foot gunwales 6 foot gunwales 10 feet gunwales
Deck Type:
20 feet also
Forecastle Height: 10-15 feet none 6 feet
midship castle
Officers: 16 3-5 6 10
8-10 + 8-20
40 + 80 rowers + 20 + 108 rowers 30 + 200 rowers
Seaman: rowers + 5-15
30 soldiers + 30 soldiers + 60 soldiers
soldiers
Banks of Oars 1 1 2 2
Slow Cruise 1.2 knots 3.0 knots 3.5 knots 3.2 knots
Std Cruise 2.0 knots 3.9 knots 4.2 knots 3.8 knots
Battle Cruise 2.8 knots 4.7 knots 5.2 knots 4.6 knots
Light Breeze Speed: 1.8 knots 3.3 knots 3.8 knots 2.6 knots
Good Breeze Speed: 3.5 knots 5.0 knots 6.0 knots 4.0 knots
Good Wind Speed: 6.5 knots 6.5 knots 8.5 knots 8.0 knots
Strong Wind Speed: 8.5 knots 8.0 knots 9.5 knots 8.0 knots
350-500 tons
Cargo: N/A N/A N/A
capacity
Rivers and
Location: Rivers Any sea area
Coastal Seas
Officers: 0 0 0
Legend
Most terms are obvious so just the minimum are covered here.
Beam: The technical term for the width of the vessel.
Draft: The amount of the hull beneath the water.
Displacement: A measure of the size of the ship.
Freeboard: The distance from the waterline of the ship to the deck or top of the hull.
Slow Cruise: The speed that can be maintained for 12 hours.
Standard cruise: The speed that can be maintained for 8 hours.
Battle Cruise: The speed that can be maintained for 4 hours.
Racing: The maximum speed possible, can only be maintained for 10-20 minutes.
Maximum Speed: The fastest possible speed that the ship can achieve without undue damage to masts sails etc.
Ships Crew
The gamemaster may wish to introduce the individual crew-members of a vessel. They are usually an assortment of
typical NPCs. The Captain, who is always the most skilled of the crew, has an experience level of 10+ and the
appropriate Mariner, Piloting and maybe Astronomy skills.
Sailing at Sea
The wind and currents determine the speed and direction of travel at sea. Oars and sails can modify the effects to
allow a ship to gain its destination. Travel at sea is based on turns of four hours duration. Check each turn or watch
for weather, movement and encounters. Do not use this for river travel.
• A head wind (directly on the ship's bow) reduces the forward speed of the ship by half as the crew has to
zig and zag to beat into the wind.
• If the wind is coming from the frontal arc of the ship, but not directly ahead, then the actual forward speed
is 2/3 of normal.
• If the wind is from the rear arc of the ship but not directly astern then the vessel travels at 90% of full rate.
• A head wind (directly on the ship's bow) reduces the forward speed of the ship by 15% as the wind has
little effect when the sails are down.
• If the wind is coming from the frontal arc of the ship, but not directly ahead, then the actual forward speed
is 90% of normal.
• A stern wind assists the rowers allowing a one step increase (from std cruise to battle) while keeping the
same duration (8 hours) as for the slower rowing speed.
• If the wind is from the rear arc of the ship but not directly astern then the vessel travels at 110% of current
rowing rate.
Each four hour turn find the wind strength and determine the effect of it's direction on the forward progress of the
ship then use the Speed of Passage Table 'Miles in Four Hours' column to find the distance travelled.
Keep track of the total distance covered. Every four hours recalculate the wind speed and direction and make any
course corrections as needed.
Weather at Sea
Check every four hour turn, apply modifiers for the time of day and the season. See the Weather Table. Do not use
this for river travel.
WEATHER TABLE
Die Roll Weather Conditions Visibility
Modifiers:
Morning: -5 Spring: +3
Afternoon: +7 Summer: +5
Evening: -5 Fall: -3
Winter: -7
Wind Direction
At the start of the trip roll 2D6 and to the wind table. Then every four hours roll percentile dice to check for
changes in wind direction on the table below.
9-10 South-East
11-12 East
Wind Strength
This table gives the velocity of the wind. Roll every four hours, adding modifiers for season and weather
conditions.
1-5 Gale
6-10 Maximum
No
Summer: Winter: -15 Heavy Rain: -25
mod.
In unfavourable seas there is a possibility that the vessel will take on water. The Heavy Sea Table gives the
basic chance for the unfavourable seas and lists the amount of damage taken from shipping water in various
conditions of weather.
Medieval vessels were not particularly seaworthy and the flotation points for each type of ship is given in the
ship characteristics table.
Should the points of flotation damage exceed these flotation points, the vessel will sink within 1d6 x 1/2 hours.
For every 10% damage to the vessel its speed drops by 10%.
The pumps can be manned or the crew may bail to reduce the effects of shipping water. Three men may
pump/bail out 1 floation point of water every hour; men cannot man the pumps/bail for more than 2 hours,
followed by 6 of rest. Once the damage exceeds the flotation rating, water cannot be pumped/bailed out and the
vessel sinks.
Unfavorable seas occur on a percentile roll of 1-45 during the specified wind conditions.
If an encounter occurs, consult the appropriate Voyage Encounter Table and roll percentile dice.
Resolution of the encounter is left in the hands of the Gamemaster. A short description of each encounter situation
follows the actual table, to give the Gamemaster a basic idea of how to implement the situation, but the actual course
of events can vary so much as to make it impossible to give any firm guidelines.
The Gamemaster should feel free to ignore or change any part of the encounter process, Encounters may be added,
deleted, or altered as desired, or the whole question can be ignored. - whatever suits the flow of the
adventure/campaign best.
60 Discontent
81-90 Sirens
91-00 Whales
01-05 Tritons
60 Discontent
81-90 Whales
Water Troll:
Along the coast, water trolls might be spotted. At night, when they spot a ship anchored along their coasts, water
trolls sometimes swim out and attack sleeping sailors, carrying them off to be eaten.
Tritons:
These humanoid Sea Folk can be found in shallow waters, usually solitary they can sometimes be found in small
bands when hunting.
Navy Sail:
Navy ships may stop passing vessels to conduct customs inspections, press merchant crewmen or even passengers
into service, or to harrass supposed smugglers. A Navy ship may also be a useful encounter in the face of piracy or
other such problems.
Pirate Sail:
Pirate ships range the seas, and can attack passing merchant shipping. The Gamemaster may resolve the situation as
desired.
Discontent:
The crew is unsettled, either as a result of harsh treatment, dangers, or superstition. The result may be mutiny,
violence directed at the adventurers, desertion, or any other suitable response.
Phantom Ship:
Phantom vessels sometimes appear. If one is sighted, there is a 01-55% chance that the crew will become frightened
(see Discontent, above). On a 56-90, officers or crewmen will become obsessed with the ship, pursuing it fruitlessly
until it disappears 4-24 hours later. On a 91-00, the ship can be caught and boarded; it is crewed by wights and
captained by a wraith who has sworn a blasphemous oath that keeps the dead crew at sea forever, preying on passing
seafarers and adding them to their number.
Sudden Storm:
A sudden storm results in a gale of ld6 hours duration, plus the risk of lightning hitting and destroying the vessel
(01-05% chance each hour of the storm).
Water Nymphs:
See the Bestiary for full information. Faerie folk who are usually solitary females although males are known. May
try to seduce a crew or party member into leaving the ship for a life underwater.
Sirens:
See the Bestiary for full information. Creatures who sing a sweet song that lures sailors onto rocky shores and
destroys their ships.
06-20 Otters
86-90 Lorelei
96-00 Crocodilians
06-20 Crocodilians
21-30 Snake
91-00 Lizardmen
Merchant Sail:
Merchant ships may be sources of rumors, informtion, and so forth. It is also possible that such a ship is in the
process of being attacked, and needs aid. The Gamemaster should explore these, and other possibilities, as desired.
Pirate Sail:
Brigands can have access to boats and may plunder passing merchant shipping. The Gamemaster may resolve the
situation as desired.
Whirlpool etc:
Generally self explanatory these phenomena caould be due to nature or have a more sinister source. The bore is the
result of a very high tide and occurs where the river banks narrow quickly and the river is tidal for some length. As
the tide rises and the flow of the river is reversed the narrowing of the width of the river forces the water to rise. The
incoming tide produces a wall of water like a wave that moves quickly up river.
Water Wraith
The Rusalka could be found along the river bank or actually in the water. The encounter should be resolved
according to GM preference. See the Bestiary for full information.
Water Nymphs:
See the Bestiary for full information. Faerie folk who are usually solitary females although males are known. May
try to seduce a crew or party member into leaving the ship for a life underwater.
Lorelei:
See the Bestiary for full information. Creatures who sing a sweet song that lures sailors onto rocks and destroys their
ships.
Swan Maiden
Usually found in Swan form on the river but could be in a small boat or being attacked by a member of the Unseelie
court. See the Bestiary for full information.
Lizardmen
Usually a small hunting band of 5-10 but depending upon circumstances could be a larger group or even a village.
See the Bestiary for full information.
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